-
Posts
1536 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by MarkInMKUK
-
"Proper" khajit and argonian bodyshapes/animations
MarkInMKUK replied to MarkInMKUK's topic in Oblivion's Mod Ideas
Hi hellchosen, There's this funny thing that every language I'm aware of does called "punctuation" - please use it? That mass of text is neartly unintellegible! TNR adjusts the facegen settings, yes. There's a NPC Texture Unlocker to do the other part, allowing unique facial textures for each npc and, I suspect, body textures too. The mesh trackes the skeleton underneath, so if we change leg bone proportions the armor will follow. Reneer's varied npc mod does that enough to see the effect. All the script has to do is point all Argonians to use the Argonian skeleton, and all Khajiit to use their one. The animations should be capable of being applied based on race, so that's not a problem once we HAVE the animation files. The A-cup replacer exists for both Stock clothes and for Stock arnor - I know, I'm using it :) -
I guess Vilverin is where being a bow-based sniper wins - only the mage gave me any trouble.
-
Nice addition to the game! I look forward to it! Re the "sugar" ... you could give the highwayment a % chance to be gay ... then a male player could flirt and "offer" something too. You could also give them a % chance to be female as well.
-
Check your "active effects" page to see whether you've been hit by a stray disease or a spell.
-
Vampire mod, people no longer refuse to speak?
MarkInMKUK replied to Giganot's topic in Oblivion's Discussion
sounds like you are busy editing out all the defining weaknessos of being a vampire - tends to ruin the role-playing experience somewhat IMHO. A suggestion - maybe a racial ability to "disguise nature" - temporarily clears the vampire flag to allow conversation to start, so you'd cast it and then select the npc to talk to. Good luck with whatever you come up with, but I think I'll stick to "straight" vamps. -
Astymma - thanks for the input - it's been very helpful for my poor brain. Having thought about it a while today, the animations would end up having to "grade" across three stages of armor - nothing / light / heavy. I suggest leg armor is the item to choose if one can detect it separately - if not, then armor WEIGHT would be my choice. That may mean the occasional oddball enchanted plate item, but it adds at least some hint of "realism" - it would be darn hard to sway sexily in a full plate suit, whereas leather or chainmail should allow SOME movement, and leather trousers or a skirt should allow more. Of course, graded animations means some poor soul of an animator would have to invent new "in-between" animations - or "overloaded" ones. If, for example, the "unencumbered" character used a "sexy" walk, adding light armor should trigger a more subtle walk - maybe one of the "feminine" ones, while sticking the poor girl in iron boots and greaves would end up with a "manly stomp" due to sheer encumbrance. Unless I can come up with a sensibly small list of new animations, I think that practicality alone would kill the idea off for the moment. I reserve the right to pop back with a resurrected list later if I can boil it down to something manageable though. What you would end up with is, taking the sensual walks config as a basis, a list of the "unencumbered" animations for the characters, with the armor class then modifying that walk towards something more sensible for heavy weights. Of course, what to do to allow for the high heel mods is anybody's idea to play with (maybe add a random chance of falling over if the character is walking outdoors on cobbles?), but if we keep ANY hint of sense about it, plate mail won't come with six-inch stilettoes!! Thanks for the input - any bright ideas are welcome but I think it's likely to be a dead duck unless inspiration strikes.
-
Yes, I'm aware of the setup section - once I worked out how to drive the selection process (not instantly obvious and the selection box doesn't give much of a clue what/why you are selecting). Great for npcs who are always armor clad, 24/7/365. However, for the player, and companions, the armor is going to change dynamically as the game progresses, and having some way to track this and adjust walks would make sense. The third category of character to track might be quest-specific characters who may be scripted to alter clothing for different scenes. Of course, if a mod adjusts npc clothing on-the-fly for some reason, maybe an immersion mod of some kind, then the script would be come more general again as people changed in and out of "work clothes", "day civilian clothes" and "evening clothes" - but that's a whole new can of worms.
-
This morning I decided to bite the bullet and try doing my first BAIN install. Completely new vanilla setup of Oblivion, with SI, patched and UOPd. Archives were extracted correctlty BAIN installer tab opened after a fair bit of checksum calculating, built installer correctly (the results matched the video help file for the mod I was doing, anyway). Resulting item had several thousand files and took up 2.7GB (well, it WAS a big mod, but the figures matched). Then came the install. I right-clicked the installer and selected "Install" at 6:55 am. The information box to tell me the mod was installing popped up, and my hard drive light went on. And I waited.... and waited.... and waited... No increment to the time display - it sat stubbornly at 0:00. Hard drive whirring furiously. Plenty of HDD space free, and defragged before I started. At 7:30 I had to leave for work, so hit Ctrl-Alt-Del and killed the process. Apparently wxPython was "not responding". Was I being too hasty? Do I need to set the PC to install BAIN packages overnight or something? An OMOD install of the same mod takes about 15 minutes. Advice please
-
Be even more careful if you use OBMM expanded - it also plays around ghosting inactive ESPs like Wrye Bash does,and you can end up with a slightly confusing setup if not careful. Seems to behave like the original in all other ways though
-
Don't use the AA switch in Oblivion, use the one in your graphics card control panel.
-
Bank of Cyrodil accountant/teller have no audio files!!!
MarkInMKUK replied to VGI's topic in Oblivion's Discussion
Not that I'm aware of. Check your ESP listing for something with "bank" in it -
I suggest pinned, edited and locked - the only reason to add to it SHOULD be to add new legal sourc es - and unless they suddenly become free that's unlikely to happen
-
Please stop and Read. I NEED HELP!
MarkInMKUK replied to dweeceman's topic in Oblivion's Mod troubleshooting
Depending on what you have already installed, you may have a few clashes. Have you downloaded BOSS, and run it, to set up your load order correctly? Also you may find Wrye Bash is a useful tool if more in-depth debugging is required. -
What is the REAL load order with
MarkInMKUK replied to Hayzie's topic in Oblivion's Mod troubleshooting
You can manually create your own modified masterlist.txt for BOSS, and that will reset your load order to one you are happy with. That way if you have a new mod you install later, it may well put it in a correct-enough place to work happily. There's even a way to merge your changes with the updated masterlist.txt, although I've not tried that. Alternatively a BAIN install apparently gives you far more control over the process, including what overwrites what, and restoring overwritten files if you then remove something again Glad the few words of advice helped, though. -
Not that I can find. If you DO find one, post details here because it's useful information for some. ... sadly too late for some others.
-
I believe one of the animation mods at least makes the npcs huddle a bit if it's cold/wet...
-
Thanks for the editing, DarkeWolf - wasn't quite sure on the forum policy
-
Just a stab in the dark - are you using a Direct2Drive version of Oblivion?
-
What is the REAL load order with
MarkInMKUK replied to Hayzie's topic in Oblivion's Mod troubleshooting
Yes, that's it a patch always has to come after the things it is patching If you run BOSS it should sort them into a workable order anyway, but it's best to install that way to make sure no textures get overwritten that shouldn't -
What is the REAL load order with
MarkInMKUK replied to Hayzie's topic in Oblivion's Mod troubleshooting
What worked for me was Better Cities first, then Unique Landscapes, then patches. the OMOD version of the patches checks which ones you need and installs them. I suspect UL culd be installed BEFORE BC - just always do the patches after the other two -
Try asking on the MERP conversion site forums
-
I suggest you find a picture of the type of bikini you are talking about, so that people can understand what you mean. If necessary, edit an existing picture of a bikini to show what you want extra or different.
-
Qarls texture mod will not crash your system. However, if your graphics card is not VERY good, it may slow the frames per second down badly. Better Cities has a few places where the computer may struggle a bit, because it adds so many things to the cities. There are lots of compatibility patches for other mods, so if you have a problem with another mod, check for a patch to solve it. Animated Window Lighting System will not crash your computer - it changes the textures in the windows and nothing else.
-
<grins> I'm not certain a specific call to find out whether a guard has to walk like a hooker or not is "reasonable" - may depend how I phrase the request I guess. Guess it's time to work on my speechcraft :biggrin:
-
Bank of Cyrodil accountant/teller have no audio files!!!
MarkInMKUK replied to VGI's topic in Oblivion's Discussion
It could be THIS one ... ... or I think Colourwheel used a version of the same mod in the sexy Imperial City overhaul